Tabby Rose Makes Games
Hey! I'm Tabby, a UX and UI Designer from Toronto, Canada. I'm currently working on A Knight in the Attic, an Arthurian VR puzzle adventure game. In this portfolio you'll find examples of features I've developed and some thoughts on my process and problem solving across the user experience and interface spectra.
Engines and Programming:
- Unity
- Git (via Sourcetree, Fork)
- C#
- HTML/CSS/JS
Asset Creation:
- Adobe Photoshop
- Adobe Illustrator
- Affinity Designer
- Clip Studio
- Adobe Premiere
- Marmoset Hexels
Prototyping and Collaboration:
- Figma
- Adobe XD
- Miro
- Jira
- Asana
- Trello
- Google Docs/Sheets, Microsoft Suite
The Big Con Features
The Big Con
The Big Con (2021) was the first title I worked on for Mighty Yell Studios. I was originally tasked with reworking the "Notebook" feature of the game, as early playtests were showing that players missed this feature entirely or didn't know how to navigate it to get information they might need in order to solve puzzles.
Beyond the Notebook, I handled TBC's UX and UI at large and I was directly responsible for the title screen flow, pause menu flow, options menu flow, and the "Stickers" DLC feature. I also handled text input including font atlas prep/replacement for localization (including CJK) and accessibility. I also built an accessible website for The Big Con, and handled playtesting with AbleGamers Player Panels.
A Knight in the Attic Features
A Knight in the Attic
A Knight in the Attic (upcoming) is my most recent project, and a different challenge for me as it is a VR title. My main concerns from a UX perspective were making sure that it was comfortable and accessible for as many people as possible to play, and from a UI technical perspective, it was learning how to make UI work in world space for the first time. I wanted to make sure that UI panels were tactile and interactive so players could adjust them in space.
This was the first project that I had the chance to do more robust UX research for before production, and I created player personas as well as a cost-benefit analysis for possible accessibility features among other documentation. This project, like The Big Con also underwent accessibility testing with AbleGamers Player Panels.
Quench Features
Quench
Quench (2019) was my first shipped title. I was responsible for Creative Direction, Narrative, Level Design and a number of other tasks for the game. I also handled UI for the first half of production, and directed another UI designer for the latter half of production while I looked after asset preparation, layout in-engine and animation.
I was additionally responsible for tutorialization in Quench, which ensured that small children or players with low video game literacy could learn and enjoy our game.